MR.D's Core remakes - Page 6

MR.D's Core remakes

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: MR.D's Core remakes

Post by MR.D »

no to both.

Diplomat I just forgot to do it, and got distracted by other projects.

Minelayer I scrapped and I'm looking for some inspiration to hit me before I try it again.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: MR.D's Core remakes

Post by Saktoth »

CA still has all mr.d's units in the origional form you just gotta look at old versions, its all saved there in the SVN.

Is the diplomats rocket a seperate object on the vehicle or is it connected to the launch platform? Id assume it has to be seperate because its removed them it fires. So its trivial to copy/paste it out and stick it in its own file.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: MR.D's Core remakes

Post by [Krogoth86] »

Getting things from CA can get a bit annoying if you notice that your unit now has wheels instead of tracks or a totally different turret. So imo a package of all his original units plus a working script plus compressed (and maybe losless tgas too) textures would be very handy...
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very_bad_soldier
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Re: MR.D's Core remakes

Post by very_bad_soldier »

Mr.D, your models are awesome, but you know that already. :mrgreen: But I think the "size relations" between the units is a bit odd and some units could be rescaled maybe.
I have especially the scout vehicle (outer left) and the anti-air-flak (outer right) in mind. They look really huge compared to other vehicles IMO.
The scout looks like he could crush the gator easily and the flak-vehicle is even bigger than the goliath. :shock:
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MR.D
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Re: MR.D's Core remakes

Post by MR.D »

All the units I re-modeled with exception to the Raider tank and Commander, I used the exported BA .3do model as reference for size so that they matched up almost identically to those BA models dimensions and boundaries.

You guys do have to remember that the "original?" BA models I worked from, alot of them had already been scaled up/down by Caydr for use in AA before they were ported into BA, how many times from the OTA source even before they went into AA and which ones specifically Caydr changed I'm not really sure.

I'm not trying to point blame because bottom line is they still need to be fixed regardless so things are uniform and match closer as a group.

I do agree with you that the scale factor is off a bit and needs work, but IMO its more in the hands of the modders at this point, I think the CA guys have scaled a few of them trying to adjust how they fit in.

Does it affect the script and make it alot of extra work if a model is scaled up/down though via Upspring, or would it just be better to start editing from the master models?

That I don't know..
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Evil4Zerggin
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Joined: 16 May 2007, 06:34

Re: MR.D's Core remakes

Post by Evil4Zerggin »

If you scale a model, the animation distances and speeds in the script need to be adjusted, but that's usually not too much work. Plus for most models it doesn't really matter whether, say, a barrel recoils 50% of its length or 40% of its length. I'd say the main issue with scaling is that Upspring tends to screw up the normals if you don't do it right.

Also note that zero is considered to be a piece's original position in the model, not the position of its parent.
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Hoi
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Re: MR.D's Core remakes

Post by Hoi »

could you update this to include MR D's new remakes?
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: MR.D's Core remakes

Post by manolo_ »

Hoi wrote:could you update this to include MR D's new remakes?
he did new ones?
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Hoi
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Re: MR.D's Core remakes

Post by Hoi »

diplomat, pilager, tremor, banisher, ect.
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smoth
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Re: MR.D's Core remakes

Post by smoth »

Evil4Zerggin wrote:Upspring tends to screw up the normals if you don't do it right.
Recalculate normals sucks, what is your good way of handling it?
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Hoi
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Re: MR.D's Core remakes

Post by Hoi »

just scale in upspring to check how much % you need to scale it and then scale in your modeling program.
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Evil4Zerggin
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Re: MR.D's Core remakes

Post by Evil4Zerggin »

Yeah, that's pretty much all I got >_> Sorry if I implied I had something more useful.
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smoth
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Re: MR.D's Core remakes

Post by smoth »

Hoi wrote:just scale in upspring to check how much % you need to scale it and then scale in your modeling program.
NO WAY! Scale it outside of upspring to not see your normals go to ass? NO WAY!

yeah zergin, I wish it didn't bone the normals but it does. :(
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Re: MR.D's Core remakes

Post by Neuralize »

Could we get the most recent models in this thread? I'm doing some kitbashing experiments and it would be nice to mess around with them.
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Re: MR.D's Core remakes

Post by Noruas »

Could somebody rescale the copperhead, the crock, and the arty tanks from mr. d to xta size, if u download the latest xta, and look inside ull see that we are literally using the old models, while the new ones are currently disabled.
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manolo_
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Re: MR.D's Core remakes

Post by manolo_ »

mr. d are continuing at remodelling?
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rattle
Damned Developer
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Re: MR.D's Core remakes

Post by rattle »

smoth wrote:
Hoi wrote:just scale in upspring to check how much % you need to scale it and then scale in your modeling program.
NO WAY! Scale it outside of upspring to not see your normals go to ass? NO WAY!

yeah zergin, I wish it didn't bone the normals but it does. :(
If in doubt, scale a model up or down by a factor of 10 and look at it ingame with shaders enabled.
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MR.D
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Re: MR.D's Core remakes

Post by MR.D »

All of the units on the 1st post of this thread still work, just click the picture and it links you to the zipped model file with everything there.

Of the separate models I had posted 1 by 1, those are all down since my filehost couldn't afford it anymore.

Maybe some of the CA developers have the originals of the newer release models that aren't included with the 1st post.

Soon as I can get another solid Filehost that I can trust I'll re-upload all of my work that I have, but they won't have the Script .cob's with them.

Most of the Scripts were either done by Rattle, or by Evil4Zerggin or someone else within the CA team.

I'll have to hunt down the scripts of the originals ect which is going to be tough since they've heavily edited my models.
Gertkane
Posts: 156
Joined: 18 Mar 2006, 16:10

Re: MR.D's Core remakes

Post by Gertkane »

Actually, Mr.D-s models aren't infringing any law by themselves as much as some publishers would like you to believe. And with the case of old TA models, there isn't even somebody that would want to make you believe you are infringing.

Therefore i see no reason for this panic stretching for pages. Funny how many E-Lawyers this forum has though.
reivanen
Posts: 180
Joined: 12 Feb 2008, 15:52

Re: MR.D's Core remakes

Post by reivanen »

Gertkane wrote:Actually, Mr.D-s models aren't infringing any law by themselves as much as some publishers would like you to believe. And with the case of old TA models, there isn't even somebody that would want to make you believe you are infringing.

Therefore i see no reason for this panic stretching for pages. Funny how many E-Lawyers this forum has though.
+1

"OMG THIS MUST BE iP FREE" is a spring disease
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